Systems and methods for treating a mental health condition using augmented / virtual reality
The use of AR/VR systems in mental health treatment allows participants to store and access information within virtual environments, addressing the challenge of maintaining emotional responses and improving data accuracy and participant engagement.
Patent Information
- Application Number
- PCT/AU2023/050678
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-25
- Publication Date
- 2025-01-30
AI Technical Summary
Current mental health treatment methods struggle to maintain desired emotional responses in participants across sessions, and rely heavily on therapists' imperfect recollections for data interpretation.
The development of systems and methods using augmented/virtual reality (AR/VR) that allow participants to interact with virtual objects capable of storing and accessing information in real-time, enabling direct access to participant-generated medical data and evoking responsive emotional states.
This approach provides richer medical data for therapists, enhances participant engagement through personalized experiences, and maximizes the therapeutic use of experiential moments by linking VR interactions with psychological experiences.
Smart Images

Figure AU2023050678_30012025_PF_FP_ABST
Abstract
Description
Systems and methods for treating a mental health condition using augmented / virtual realityField of the invention
[0001] The present invention concerns systems and methods for treating a mental health condition using augmented / virtual reality.Background of the invention
[0002] Computer-based virtual reality (VR) has been developed in recent times as having the capacity to disrupt the rigidity and limitations of typical conscious experience. Typically, this involves providing specially devised video content, delivered to and viewed by a participant immersively through a head-mounted display, for example providing a realistic 3-dimensional visual scenescape, which may also include auditory content delivered by headphones or other means. VR can thus be used to alter the sensory experience of users, including evoking particular mental states and emotional responses. In the clinical setting, VR has been used, often together with traditional therapies, to treat a variety of mood disorders, by transiently altering a participant's perspective and disrupting the rigid patterns of mental experience.
[0003] It is desirable to provide improved systems and methods for treating mental health conditions using augmented / virtual reality.
[0004] Reference to any prior art in the specification is not an acknowledgment or suggestion that this prior art forms part of the common general knowledge in any jurisdiction or that this prior art could reasonably be expected to be understood, regarded as relevant, and / or combined with other pieces of prior art by a skilled person in the art.Summary of the invention
[0005] In a first aspect, the present invention provides a method of treating a mental health condition to which a participant is subject, the method including: generating a virtual reality (VR) environment, the VR environment comprising a first setting in which the participant can interact with one or more interactive virtual objects located within the first setting of the VR environment, wherein each of the one or more interactive virtualobjects is configured to store information or to represent stored information associated with the participant at a first time during treatment of the participant and enable access to said information during a second time during treatment of the participant, at least one of the one or more interactive virtual objects being assigned an identifier indicating the type of information stored or to be stored by the respective interactive virtual object, such that said information of the at least one interactive virtual object is accessible at said second time during treatment of the participant.
[0006] In this specification and claims, virtual reality (VR) includes augmented reality (AR), i.e. systems and methods which combine real and computer based imagery, affording enhancement of real world experience with computer-generated perceptual information.
[0007] Preferably, accessing said information at said second time evokes a response in the participant associated with the first time.
[0008] Accordingly, the invention provides a novel methodology of treating a mental health condition, by providing a VR environment in which the participant can store information associated with the participant in real time at a first time, and then provide access to this information (e.g. for the participant or their therapist) at a second time. In this regard, as opposed to typical mental health treatment practices involving a therapist recording, digitally or on paper, information (i.e. medical data) about the participant in a given session, the invention enables the participant to actively participate in the generation of the medical data.
[0009] From the perspective of the therapist, this provides much richer medical data, as rather than the therapist forming their own interpretations of the session, which they will typically revisit when assessing the data at a later time, the therapist can have direct access to the information via the VR environment. This information, having been recorded in real time, provides far greater perspective and insights to the therapist about the mindset and emotions of the participant at the time they provided the information. This improves significantly on existing practices that rely on the therapist’s imperfect recollection.
[0010] From the perspective of the participant, being able to access medical data that they have created, for example, in their own voice, evokes a far more significantresponse in the participant, and can evoke from the participant similar emotions or a similar mindset to which they had at the time of recording the information. One of the challenges of typical mental health treatments is the inability to maintain the desired emotional responses from the participant within a given session or in subsequent therapy sessions (e.g. in integration sessions). The present invention therefore provides a novel anchoring approach, enabling triggering the participant’s recall, easing access to those otherwise ineffable experiences, and therefore maximising the therapeutic use of experiential moments during the treatment of the mental health condition. The approach of the invention therefore intrinsically links the VR and psychological experience to make use of consciousness triggers.
[0011] In an embodiment, said interaction with the one or more interactive virtual objects by the participant includes moving at least one of the one or more interactive virtual objects from a first location within the VR environment to a second location within the VR environment. Preferably, said interaction with the one or more interactive virtual objects by the participant includes moving a plurality of the interactive virtual objects from respective first locations within the VR environment to respective second locations within the VR environment.
[0012] In an embodiment, the method further includes moving at least one of the one or more interactive virtual objects from a first location within the VR environment to a second location within the VR environment. Preferably, said moving of the at least one of the one or more interactive virtual objects is by the participant.
[0013] In an embodiment, said interaction with the one or more interactive virtual objects by the participant includes selecting at least one of the one or more interactive virtual objects. In an embodiment, said selecting may include virtually contacting said at least one of the one or more interactive virtual objects. In a preferred form, said virtual contacting of the at least one of the one or more interactive virtual objects includes virtually grabbing the at least one of the one or more interactive virtual objects. In an alternative embodiment, said selecting may include determining whether the participant is within close proximity to said at least one of the one or more interactive virtual objects, and if within a predetermined virtual distance from the at least one of the one or more interactive virtual objects, selecting said at least one of the one or more interactive virtual objects.
[0014] In an embodiment, the method further includes selecting at least one of the one or more interactive virtual objects, wherein, upon selection, the at least one of the one or more interactive virtual objects is configured to receive information for storage therein. In another embodiment, the method further includes selecting at least one of the one or more interactive virtual objects, wherein, upon selection, the at least one of the one or more interactive virtual objects is configured to provide access to information stored therein. Preferably, said selecting of the at least one of the one or more interactive virtual objects is by the participant.
[0015] In an embodiment, the method further includes, upon selection of the at least one of the one or more interactive virtual objects, recording information for storage by the at least one of the one or more interactive virtual objects. In an embodiment, said recording information may include providing one or more of audible or visual information by the participant. Preferably, audible information is provided by the participant.
[0016] In an embodiment, the method further includes, upon selection of the at least one of the one or more interactive virtual objects, accessing the information stored by the at least one of the one or more interactive virtual objects. In an embodiment, said accessing the information includes providing one or more of pre-recorded visual or audible information. Preferably, audible information is provided.
[0017] In an embodiment, the audible information includes audio recordings. Preferably, said audio recordings include one or more of the participant’s verbal expression of their: symptoms, emotions, insights, responses to a therapist (or other support person, or preprogramed prompts), thoughts, and stories relevant to their treatment. In an embodiment, the audio recordings are music. In an embodiment, the visual information includes visual expressions. The visual expressions can include one or more of: 2D or 3D images (e.g. drawings), 3D models or the like. For example, the visual expressions can be drawn by the participant. In another example, the visual expressions can be uploaded imagery. In an embodiment, said audible information and / or said visual information includes information created external to the VR environment that has been transferred to the VR environment.
[0018] Preferably, the method includes providing multi-sensory stimulation to the participant. For example, the participant may be provided with two or more of visual, auditory and tactile stimulation.
[0019] In an embodiment, the assigned identifier for the at least one of the one or more interactive virtual objects includes a visual form of the at least one of the one or more interactive virtual objects. Said visual form may be defined by one or more of shape, configuration, size, colour or other visual feature of said at least one of the one or more interactive virtual objects. In an embodiment, the assigned identifier for the at least one of the one or more interactive virtual objects includes text. For example, said text may can include words or characters that indicate to the participant the type of information stored or to be stored by the at least one of the one or more interactive virtual objects. In an embodiment, the assigned identifier for the at least one of the one or more interactive virtual objects includes both the visual form of the said at least one of the one or more interactive virtual objects and text. In an embodiment, the assigned identifier for the at least one of the one or more interactive virtual objects is changeable. For example, the shape, configuration, size, colour, other visual feature, and / or text of said at least one of the one or more interactive virtual objects can be changed.
[0020] In an embodiment, the method further includes assigning an identifier to at least one of the one or more interactive virtual objects. Preferably, the method includes assigning an identifier to each of the one or more interactive virtual objects.
[0021] In an embodiment, the method further includes assigning a further identifier to the at least one of the one or more interactive virtual objects to further indicate the type of information stored or to be stored by the respective interactive virtual object. In another embodiment, the method further includes assigning a further identifier to the at least one of the one or more interactive virtual objects to indicate a different type of information stored or to be stored by the respective interactive virtual object.
[0022] In an embodiment, said one or more interactive virtual objects includes a first visual form, wherein at least one of said one or more interactive virtual objects is changeable to a second visual form. In an embodiment, said first visual form defines a first state of the at least one of the one or more interactive virtual objects, and said second visual form defines a second, changed state of the at least one of said one or more interactive virtual objects. The first state of the at least one of the one or more interactive virtual objects may indicate that there is no information stored by the at least one of the one or more interactive virtual objects, wherein the second state may indicate that there is information stored by the at least one of the one or more interactive virtualobjects (and vice versa). For example, the at least one of the one or more interactive virtual objects may pulsate in the second state. The first state of the at least one of the one or more interactive virtual objects may indicate that the information stored by the at least one of the one or more interactive virtual objects is not being accessed, wherein the second state may indicate information stored by the at least one of the one or more interactive virtual objects is being accessed (and vice versa). The first state of the at least one of the one or more interactive virtual objects may indicate first treatment progress of the participant, and the second state may indicate second treatment progress of the participant. For example, the first treatment progress may correspond to an early stage of treatment of the mental health condition, and the second treatment progress may correspond to a later stage of treatment of the mental health condition. In such an embodiment, the change of state, as appreciated from the at least one of said one or more interactive virtual objects changing from the first visual form to the second visual form, provides the participant an indication of progression with treatment of the mental health condition.
[0023] In an embodiment, the method may include changing said at least one of said one or more interactive virtual objects from the first visual form to the second visual form. In an embodiment, said changing includes storing said information at said at least one of said one or more interactive virtual objects, wherein, upon storage of said information, changing said at least one of said one or more interactive virtual objects from the first visual form to the second visual form. In another embodiment, said changing includes accessing said information at said at least one of said one or more interactive virtual objects, wherein, upon accessing of said information, changing said at least one of said one or more interactive virtual objects from the first visual form to the second visual form. In another embodiment, said changing includes determining progression has been made with treatment of the mental health condition, wherein, upon said determining, changing said at least one of said one or more interactive virtual objects from the first visual form to the second visual form.
[0024] In an embodiment, the VR environment includes one or more virtual containers for receiving at least one of the one or more interactive virtual objects. Preferably, the VR environment includes a plurality of virtual containers, wherein each virtual containeris for receiving at least one of the one or more interactive virtual objects. The one or more virtual containers are adapted to enable grouping of the interactive virtual objects.
[0025] In an embodiment, the method further includes generating one or more virtual containers for receiving at least one of the one or more interactive virtual objects. Preferably, the method includes generating a plurality of virtual containers, wherein each virtual container is for receiving at least one of the one or more interactive virtual objects.
[0026] In an embodiment, the method includes moving at least one of the one or more virtual containers from a first location within the VR environment to a second location within the VR environment. Preferably, said moving includes moving a plurality of the virtual containers from respective first locations within the VR environment to respective second locations within the VR environment. In an embodiment, said moving is by the participant.
[0027] In an embodiment, the method includes selecting at least one of the one or more virtual containers. In an embodiment, said selecting may include virtually contacting said at least one of the one or more virtual containers. In an alternative embodiment, said selecting may include determining whether the participant is within close proximity to said at least one of the one or more virtual containers, and if within a predetermined virtual distance from the at least one of the one or more virtual containers, selecting said at least one of the one or more virtual containers.
[0028] In an embodiment, the method further includes selecting at least one of the one or more virtual containers, wherein, upon selection, access is provided to one or more of the interactive virtual objects received therein. In an embodiment, the method further includes selecting at least one of the one or more interactive virtual objects received within the at least one of the one or more virtual containers.
[0029] In an embodiment, the method includes arranging the plurality of interactive virtual objects within the VR environment. In an embodiment, the arrangement of the plurality of interactive virtual objects is based, at least in part, on the information stored or to be stored on the plurality of interactive virtual objects. In an embodiment, said arranging includes moving at least one of the plurality of interactive virtual objects within the VR environment. Preferably, said arranging includes moving at least one of theplurality of interactive virtual objects into at least one of the one or more virtual containers. In an embodiment, the arrangement of the plurality of interactive virtual objects includes a first one of said plurality of interactive virtual objects being grouped with a second one of said plurality of interactive virtual objects. In an embodiment, said grouping includes moving at least one of the plurality of interactive virtual objects within the VR environment into a grouped arrangement. In an embodiment, said grouping of said first one of said plurality of interactive virtual objects and said second one of said plurality of interactive virtual objects includes arranging the first and second ones of said plurality of interactive virtual objects in close proximity to one another. In an embodiment, said grouping of said first one of said plurality of interactive virtual objects and said second one of said plurality of interactive virtual objects includes arranging the first and second ones of said plurality of interactive virtual objects in the same virtual container. In another embodiment, said grouping of said first one of said plurality of interactive virtual objects and said second one of said plurality of interactive virtual objects includes providing a visual link between the first and second ones of said plurality of interactive virtual objects. Said visual link may be one or more of: a line extending between the first and second ones of said plurality of interactive virtual objects; a boundary surrounding the first and second ones of said plurality of interactive virtual objects, wherein said boundary defines the virtual container; a shape, configuration, colour or other visual feature common between the first and second ones of said plurality of interactive virtual objects.
[0030] In an embodiment, said grouping of said first one of said plurality of interactive virtual objects and said second one of said plurality of interactive virtual objects is based on a relationship between the first one of said plurality of interactive virtual objects and the second one of said plurality of interactive virtual objects. In an embodiment, said relationship is based, at least in part, on the information stored or to be stored on the plurality of interactive virtual objects. In an embodiment, a virtual container is associated with said relationship, whereby the related first one of said plurality of interactive virtual objects and the second one of said plurality of interactive virtual objects are received in the virtual container.
[0031] In an embodiment, the method further includes grouping two or more of the plurality of interactive virtual objects based on a relationship between said two or moreof the plurality of interactive virtual objects. In an embodiment, said grouping includes the virtual container receiving said two or more of the plurality of interactive virtual objects.
[0032] In an embodiment, the method further includes arranging groups of one or more interactive virtual objects of the plurality of interactive virtual objects within the VR environment. Preferably, said arranging groups includes arranging virtual containers within the VR environment. In an embodiment, the arrangement of the groups (or virtual containers) is based, at least in part, on the information stored or to be stored on the plurality of interactive virtual objects within the respective groups (or respective virtual containers). In an embodiment, the arrangement of the plurality of groups includes a first group being grouped with a second group. For example, this can include a first virtual container being grouped with a second virtual container. In an embodiment, said grouping of said first group and said second group includes arranging the first and second groups in close proximity to one another. In another embodiment, said grouping of said first group and said second group includes providing a visual link between the first and second groups. Said visual link may be one or more of: a line extending between the first and second groups; a boundary surrounding the first and second groups, wherein said boundary defines a virtual container (and thereby the first and second groups define virtual sub-containers); an animation between the virtual containers; a common shape, configuration, colour or other visual feature between the first and second groups.
[0033] In an embodiment, at least one of the one or more virtual containers is assigned a container identifier indicating the type of information stored or to be stored by the respective virtual container. In an embodiment, the container identifier indicates the type of information stored or to be stored by respective interactive virtual objects received therein. The assigned container identifier for the at least one of the one or more virtual containers includes a visual form of the at least one of the one or more virtual containers. Said visual form may be defined by one or more of shape, configuration, size, colour or other visual feature of said at least one of the one or more virtual containers. In an embodiment, the assigned identifier for the at least one of the one or more virtual containers includes text. For example, said text may can include words or characters that indicate to the participant the type of information stored or to be storedby the at least one of the one or more virtual containers. In an embodiment, the assigned identifier for the at least one of the one or more virtual containers includes both the visual form of the said at least one of the one or more virtual containers and text. In an embodiment, the assigned identifier for the at least one of the one or more virtual containers is changeable. For example, the shape, configuration, size, colour, other visual feature, and / or text of said at least one of the one or more virtual containers can be changed.
[0034] In an embodiment, the method further includes assigning a container identifier to at least one of the one or more virtual containers. Preferably, the method includes assigning a container identifier to each of the one or more virtual containers.
[0035] In an embodiment, the method further includes assigning a further container identifier to the at least one of the one or more virtual containers to further indicate the type of information stored or to be stored by the respective virtual container. In another embodiment, the method further includes assigning a further identifier to the at least one of the one or more virtual containers to indicate a different type of information stored or to be stored by the respective virtual container. In an embodiment, the further container identifier indicates the type of information stored or to be stored by respective interactive virtual objects received therein.
[0036] Advantageously, embodiments of the present invention enable a VR, patient- generated ‘mind map’ to be produced to aid and facilitate treatment of the participant’s mental health condition. The mind map framework replicates the non-linear mind processes of individuals, enabling the participant to revisit their insights in a manner governed by them, rather than being dictated to by a therapist.
[0037] In an embodiment, said one or more interactive virtual objects include first, personalised interactive virtual objects, and further includes second, predefined interactive virtual objects with which the participant can interact.
[0038] In an embodiment, at least one first, personalised interactive virtual object can be associated with at least one second, predefined interactive virtual object.
[0039] In an embodiment, at least one first, personalised interactive virtual object can be converted to at least one second, predefined interactive virtual object. In such an embodiment, upon conversion from a first, personalised interactive virtual object to asecond, predefined interactive virtual object, said converted object can be interacted with as if it was originally a second, predefined interactive virtual object.
[0040] In an embodiment, said visual information can itself form an interactive virtual object. In other words, rather than visual information being stored on a respective interactive virtual object, the formed visual information can be an interactive virtual object. In an embodiment, the method includes generating one or more interactive virtual objects, wherein said generating includes forming visual information. In an embodiment, said visual information includes said visual expressions.
[0041] In an embodiment, the VR environment includes a virtual memory repository for storage of at least one of the one or more interactive virtual objects. Preferably, the virtual memory repository is in the form of a virtual storage element. In one example, the virtual memory repository is in the form of a virtual storage case or chest. In an embodiment, the virtual memory repository enables selective access to the at least one of the one or more interactive virtual objects stored therein.
[0042] In an embodiment, the method further includes generating a virtual memory repository for storage of at least one of the one or more interactive virtual objects. In an embodiment, the method further includes accessing the at least one of the one or more interactive virtual objects stored within the virtual memory repository.
[0043] In an embodiment, said interaction with the one or more interactive virtual objects by the participant includes performing an action with at least one of the one or more interactive virtual objects, wherein performing of said action represents progression in treatment of the mental health condition. Preferably, said action is a symbolic action performed by the participant in the VR environment. In an embodiment said symbolic action includes passively or actively engaging with a predefined or preprogramed VR scenario, wherein said VR scenario provides a representation of the progression. In an embodiment, said symbolic action includes discarding or otherwise removing said at least one of the one or more interactive virtual objects from the VR environment. In another embodiment, said action includes changing the visual form of the one or more interactive virtual objects. In an embodiment, said performing an action with the at least one of the one or more interactive virtual objects includes performing an action with the at least one of the the second, predefined interactive virtual objects.
[0044] In an embodiment, the method further includes performing an action with at least one of the one or more interactive virtual objects, wherein performing of said action provides a representation of progression in treatment of the mental health condition.
[0045] In an embodiment, the method further includes subjecting the participant to the VR environment. In another embodiment, the method further includes subjecting the participant to the VR environment at the first time. In another embodiment, the method further includes subjecting the participant to the VR environment at the second time. In another embodiment, the method further includes subjecting the participant to the VR environment at a third time, wherein the third time is later than the first and second times. In an embodiment, said first and second time are part of the same treatment session. In another embodiment, said first and second time are part of different treatment sessions. In another embodiment, the method further includes subjecting the participant to the VR environment while the participant is in an altered state. The altered state can be drug induced or non-drug induced.
[0046] In an embodiment, the method further includes administering to the participant a therapeutically effective amount of a psychedelic drug. In an embodiment, said administering occurs before said subjecting the participant to the VR environment. In another embodiment, said administering occurs while said subjecting the participant to the VR environment. In yet another embodiment, said administering occurs after said subjecting the participant to the VR environment.
[0047] As used herein, the term ‘psychedelic drug’ includes any compound classified as a hallucinogenic, psychoactive, psychedelic or dissociative drug. Non limiting examples of such drugs include psilocybin, lysergic acid diethylamide (LSD), ketamine, methylenedioxy-n-methylamphetamine (MDMA), mescaline, ibogaine, ayahuasca or N,N- Dimethyltryptamine (a DMT, such as 5-MeO-DMT). The psychedelic drug can be a tryptamine, a phenethylamine, or a lysergamide.
[0048] In an embodiment, the first setting includes a first surrounding environment. For example, the first surrounding environment can be a forest, a park, a beach, etc. The first setting may include a dynamic scenario, whereby the first setting changes over time.
[0049] In an embodiment, the VR environment includes a second setting. In an embodiment, the second setting includes a second surrounding environment. For example, the second surrounding environment can be a forest, a park, a beach, etc. In an embodiment, the second setting is the same or similar to the first setting. In an alternative embodiment, the second setting is different to the first setting. The second setting may include a dynamic scenario, whereby the second setting changes over time. In an embodiment, the second setting includes one or more interactive virtual objects with which the participant can interact within the second setting of the VR environment. The one or more interactive virtual objects with which the participant can interact within the second setting may be the same or similar to the one or more interactive virtual objects with which the participant can interact within the first setting. In an alternative embodiment, the one or more interactive virtual objects with which the participant can interact with in the second setting are different to the one or more interactive virtual objects with which the participant can interact within the first setting. In an embodiment, the first setting is at least in part defined by the absence of administering to the participant a therapeutically effective amount of a psychedelic drug. In an embodiment, the second setting is at least in part defined by administering to the participant a therapeutically effective amount of a psychedelic drug.
[0050] In an embodiment, the method further includes providing a first user interface, said first user interface configured to enable access and interaction with the VR environment for the participant.
[0051] In an embodiment, the first user interface includes a first display for providing a first visual representation of the VR environment. In an embodiment, the first user interface includes a VR headset configured to be worn by the participant, wherein said display is provided by the VR headset.
[0052] In an embodiment, the first user interface includes one or more input devices, said one or more input devices configured to receive an input from the participant, wherein said input causes the participant to interact with the VR environment. In an embodiment, said input can be one or more of a tactile input or an audio input. In an embodiment, the one or more input devices include one or more of a microphone, a keyboard, a controller, a haptic VR glove, and a mouse.
[0053] In an embodiment, input from the participant enables the participant to move through the VR environment. In another embodiment, input from the participant enables the participant to interact with the one or more interactive virtual objects. Said interacting with the one or more interactive virtual objects may include one or more of grabbing the one or more interactive virtual objects, moving the one or more interactive virtual objects, grouping the one or more interactive virtual objects (for example, by moving the one or more interactive virtual objects into respective virtual container(s)), recording audible information, recording visual information (e.g. drawing), accessing pre-recorded audible information (e.g. playing back the audible information), and accessing the pre-recorded visual information.
[0054] In an embodiment, the first user interface includes one or more output devices. In an embodiment, said one or more output devices are configured to receive an output from the VR environment. In an embodiment, said output can be one or more of a tactile output, an audio output, or a visual output. In an embodiment, said output provides feedback to the participant. In an embodiment, the one or more output devices include one or more of a display, a speaker, a controller, and a haptic VR glove.
[0055] In an embodiment, the method further includes providing a second user interface. In an embodiment, said second user interface is configured to enable access and interaction with the VR environment for a support person. Preferably, the support person is a trained clinician or therapist. However, the support person may also be an acquaintance of the participant. In another embodiment, said second user interface is configured to enable access to stored information in the VR environment.
[0056] In an embodiment, the second user interface includes a second display for providing a second visual representation of the VR environment. In an embodiment, the second user interface includes an electronic device configured to be operated by the support person. In an embodiment, said second display is provided by the electronic device. In an embodiment, the electronic device can include a computer, a VR headset or a smart phone. In an embodiment, the second visual representation of the VR environment is the same as the first visual representation of the VR environment. In such an embodiment, the support person can therefore have the same perspective of the VR environment as the participant. In another embodiment, the second visual representation of the VR environment is different to the first visual representation of theVR environment. In such an embodiment, the support person can therefore have a different perspective of the VR environment as the participant. For example, the second visual representation of the VR environment can enable the support person to observe the participant’s interaction with the VR environment from a different perspective.
[0057] In an embodiment, the second user interface is configured to afford the support person control of the VR environment.
[0058] In an embodiment, the second user interface includes one or more input devices, said one or more input devices configured to receive an input from the support person, wherein said input causes the support person to interact with the VR environment. Preferably, said one or more input devices are further configured to receive an input from the support person, wherein said input causes the support person to control aspects of the VR environment. In an embodiment, the support person may control the number of interactive virtual objects located within the first setting of the VR environment. In an embodiment, the support person may control the number of virtual containers located within the first setting of the VR environment. In another embodiment, the support person can store and / or access information in the one or more interactive virtual objects (e.g. at a third time, different to the first and second times). For example, the support person may access information stored in the one or more interactive virtual objects after a session with the participant in order to assess the participant. Preferably, the third time is after the first time. In another embodiment, the support person can assign identifiers to the one or more interactive virtual objects. In another embodiment, the support person can assign identifiers to the one or more virtual containers. In another embodiment, the support person can guide treatment of the participant. For example, the support person may provide visual or audible guidance to the participant.
[0059] In an embodiment, said input can be one or more of a tactile input or an audio input. In an embodiment, the one or more input devices include one or more of a microphone, a keyboard, a controller, a haptic VR glove, and a mouse.
[0060] In an embodiment, input from the support person enables the support person to move through the VR environment. In another embodiment, input from the support person enables the participant to interact with the one or more interactive virtual objects.In another embodiment, input from the support person enables the support person to change between the first setting and the second setting.
[0061] In an embodiment, the second user interface includes one or more output devices. In an embodiment, said one or more output devices are configured to receive an output from the VR environment. In an embodiment, said output can be one or more of a tactile output, an audio output, or a visual output. In an embodiment, said output provides feedback to the support person. In an embodiment, the one or more output devices include one or more of a display, a speaker, a controller, and a haptic VR glove.
[0062] In an embodiment, the method further includes providing virtual support to the participant. In an embodiment, provision of the virtual support may be in addition to, or instead of the second user interface. In an embodiment, the virtual support is configured to provide guidance in the treatment of the participant. For example, the virtual support can include pre-set questions, prompts, or other visual support to assist the participant in interacting with the VR environment.
[0063] In an embodiment, the VR environment includes a virtual manipulator for interacting with the one or more interactive virtual objects. In an embodiment, the virtual manipulator is operatively associated with the first user interface. In an embodiment, the virtual manipulator is represented as virtual hands in the VR environment. In an embodiment, the virtual hands are operatively associated with said one or more input devices, preferably a haptic VR glove or VR controller. In an embodiment, said interacting with the one or more interactive virtual objects includes moving at least one of the one or more interactive virtual objects. In an embodiment, said interacting with the one or more interactive virtual objects includes selecting at least one of the one or more interactive virtual objects. In an embodiment, said interacting with the one or more interactive virtual objects includes grabbing at least one of the one or more interactive virtual objects. In an embodiment, said interacting with the one or more interactive virtual objects includes performing an action with at least one of the one or more interactive virtual objects.
[0064] In an embodiment, the method further includes transferring stored information from the VR environment to a central server. In an embodiment, the method further includes accessing stored information from the central server. In an embodiment, said second user interface is operatively associated with the central server, wherein saidaccessing stored information from the central server is performed via the second user interface.
[0065] In a second aspect, the present invention provides a system for treating a mental health condition to which a participant is subject, the system including: a computer-readable memory storing executable instructions; one or more processors in communication with the computer-readable memory, wherein the one or more processors are programmed by the executable instructions to: generate a virtual reality (VR) environment, the VR environment comprising a first setting in which the participant can interact with one or more interactive virtual objects located within the first setting of the VR environment, wherein each of the one or more interactive virtual objects is configured to store information or to represent stored information associated with the participant at a first time during treatment of the participant and enable access to said information during a second time during treatment of the participant, at least one of the one or more interactive virtual objects being assigned an identifier indicating the type of information stored or to be stored by the respective interactive virtual object, such that said information of the at least one interactive virtual object is accessible at said second time during treatment of the participant.
[0066] The system may include a VR headset configured to be worn by the participant, the VR headset including a first user interface, said first user interface configured to enable access and interaction with the VR environment for the participant. The VR headset may include the computer-readable memory storing executable instructions and the one or more processors in communication with the computer-readable memory.
[0067] Preferably, accessing said information at said second time evokes a response in the participant associated with the first time.
[0068] Preferably, the system is configured to provide multi-sensory stimulation to the participant. For example, the participant may be provided with two or more of visual, auditory and tactile stimulation.
[0069] In an embodiment, the system further includes a second user interface. In an embodiment, said second user interface is configured to enable access and interaction with the VR environment for a support person. In another embodiment, saidsecond user interface is configured to enable access to stored information in the VR environment.
[0070] In an embodiment, the system may further include an electronic device, wherein said electronic device includes the second user interface.
[0071] In another embodiment, the system further includes a central server configured to receive stored information from the VR environment. In an embodiment, the central server is further configured to provide access to the stored information. Preferably, the second user interface operatively communicates with the central server, thereby providing access to the stored information.
[0072] It will be appreciated that features disclosed with respect to the first aspect of the invention are also applicable with respect to the second aspect of the invention, including different combinations of features disclosed.
[0073] In a third aspect, the present invention provides a computer-readable medium comprising instructions which, when executed by a computer, cause the computer to carry out the following steps: generating a virtual reality (VR) environment, the VR environment comprising a first setting in which the participant can interact with one or more interactive virtual objects located within the first setting of the VR environment, wherein each of the one or more interactive virtual objects is configured to store information or to represent stored information associated with the participant at a first time during treatment of the participant and enable access to said information during a second time during treatment of the participant, at least one of the one or more interactive virtual objects being assigned an identifier indicating the type of information stored or to be stored by the respective interactive virtual object, such that said information of the at least one interactive virtual object is accessible at said second time during treatment of the participant.
[0074] Preferably, accessing said information at said second time evokes a response in the participant associated with the first time.
[0075] It will be appreciated that the computer can be a VR headset.
[0076] It will be appreciated that features disclosed with respect to the first and second aspects of the invention are also applicable with respect to the third aspect of the invention, including different combinations of features disclosed.
[0077] As used herein, except where the context requires otherwise, the term "comprise" and variations of the term, such as "comprising", "comprises" and "comprised", are not intended to exclude further additives, components, integers or steps.
[0078] Further aspects of the present invention and further embodiments of the aspects described in the preceding paragraphs will become apparent from the following description, given by way of example and with reference to the accompanying drawings.Brief description of the drawings
[0079] Figure 1 illustrates a VR system in accordance with an embodiment of the invention;
[0080] Figure 2A illustrates a graphical user interface of a therapist view of a VR program of the VR system;
[0081] Figure 2B illustrates a graphical user interface of another therapist view of the VR program;
[0082] Figure 3 illustrates a graphical user interface of a patient view of the VR program;
[0083] Figure 4 illustrates a graphical user interface of another patient view of the VR program;
[0084] Figure 5 illustrates a graphical user interface of another patient view of the VR program;
[0085] Figure 6 illustrates a graphical user interface of another patient view of the VR program;
[0086] Figure 7 illustrates a graphical user interface of another patient view of the VR program; and
[0087] Figure 8 illustrates a graphical user interface of another patient view of the VR program.Detailed description of the embodiments
[0088] Reference is made to Figure 1 , which provides a virtual reality (VR) system 10 for the treatment of a mental health condition to which a participant (hereinafter referredto as the patient) is subject. The mental health condition can be any one of a psychiatric condition or another type of personal condition to which the patient is subject, such as an interpersonal or intrapersonal crisis or a wish to improve psycho emotional wellbeing or general emotional health and overall functioning. It will be appreciated that treatment of the mental health condition can include providing mental health or psychological support.
[0089] VR system 10 includes a first user interface 20 (also referred to as a patient interface) configured to enable access and interaction by the patient with the VR environment 100. The first user interface 20 includes a VR headset 22 configured to be worn by the patient and operatively connected to a computer (e.g. through wired or wireless connection). VR headset 22 includes a liquid-crystal display 23 for providing a visual representation of VR environment 100 to the patient, and in-built audio inputs and outputs. For example, VR headset 22 can include an in-built microphone (not shown) configured to receive an audio input, and in-built speakers configured to provide an audio output. In other embodiments, audio inputs and outputs (e.g. microphone and speakers) separate to the VR headset may be provided.
[0090] The first user interface 20 further includes a pair of VR controllers 24 operatively connected to the computer (e.g. through wired or wireless connection), one of said pair to be held in the right hand of the patient and the other of said pair to be held in the left hand of the patient. VR controllers 24 are configured to receive a tactile input from the patient, thereby enabling the patient to interact with VR environment 100. VR controllers 24 each include a plurality of depressible switch mechanisms, such as buttons, triggers and the like. Upon depression of a switch mechanism, a corresponding action is undertaken in VR environment 100 as will be described in further detail below. In alternative embodiments, first user interface 20 may include a pair of VR gloves instead of, or in addition to VR controllers 24. One of said pair is configured to be worn on the right hand of the patient and the other of said pair is configured to be worn on the left hand of the patient. The VR gloves are configured to facilitate interaction with VR environment 100 in a similar manner to VR controllers 24. In the case of the the VR gloves, rather than having depressible switch mechanisms, the VR gloves will include sensors configured to detect movement and / or gestures made by the patient, whereinupon detection of the movement and / or gesture, a corresponding action is undertaken in VR environment 100 as will be described in further detail below.
[0091] As mentioned above, VR headset 22 and VR controllers 24 can be connected (e.g. through wired or wireless connection) to the computer running a VR program, or the VR program can be run on a device-based computer within VR headset 22. In such a case, VR controllers 24 are operatively connected to VR headset 22.
[0092] VR system 10 further includes a second user interface 30 (also referred to as a therapist interface) configured to enable access and interaction with VR environment 100 for a support person. As used herein, the term ‘support person’ is to be understood as any skilled professional or any individual who is supporting, facilitating, and / or guiding the experience of the patient. For example, the support person need not be a trained clinician or therapist. A trained therapist may be involved in circumstances where the patient is undergoing treatment at a clinic or facility setting, generally within the presence of the therapist. However, it will be appreciated that VR system 10 may be utilised within other settings. In one example, the patient may be utilising VR system 10 in a home setting, in the presence of a support person that is a relative, friend or acquaintance. Hereinafter, the support person will be referred to as the therapist.
[0093] In another example, second user interface 30 may be remotely located relative to first user interface 20, such that the patient is not utilising the system in the presence of the therapist (i.e. the therapist, is located at a different site to the patient and communicating online over the internet or other external server connection). In one form, this can be similar to a tele-therapy or tele-mental health session. In yet another example, the patient can be utilising VR system 10 via first user interface 20 at a different point in time to when the therapist is utilising VR system 10 via second user interface 30. In such a case, the therapist may utilise VR system 10 after the patient has stopped utilising VR system 10 in order to review progress of the patient’s treatment. In yet another example, multiple patients may engage with VR system 10 at once (i.e. utilising the same VR environment). In yet another example, the patient may share their VR environment with multiple therapists.
[0094] Second user interface 30 includes an electronic device 32 having computer readable memory storing executable instructions associated with the VR program for the treatment of the mental health condition. Thus, electronic device 32 can be the earlier described computer. One or more processors are in communication with the computer-readable memory, wherein the one or more processors are programmed by the executable instructions to generate a VR environment 100 (Figure 3). Electronic device 32 further includes a liquid-crystal display 33 for providing a graphical user interface 40 (Figure 2A) associated with the VR program. In alternative embodiments, electronic device 32 is separate to the computer running the VR program, and therefore second user interface 30 may be operatively connected to the computer.
[0095] As will be appreciated from the discussion below, the graphical user interface 40 is configured to enable the therapist to view and control aspects of VR environment 100. This includes providing the therapist access to a program-specific toolkit having a plurality of VR tools for constructing and controlling aspects of VR environment 100. The VR tools include, amongst other things, primary interactive virtual objects 102, secondary interactive virtual objects 120, primary interactive control processes configured to control one or more aspects of the primary interactive virtual objects, and second interactive control processes configured to control one or more aspects of the secondary interactive virtual objects. These VR tools will be described in greater detail below.
[0096] The therapist, via second user interface 30, can utilise graphical user interface 40 to control, amongst other things, a number of primary interactive virtual objects 102 located within VR environment 100, a number of secondary interactive virtual objects 120 located within VR environment 100, utilisation of primary interactive control processes, and utilisation of secondary interactive control processes. The therapist can also control selection of a setting of VR environment 100 and assist with guiding the patient through pre-designed VR scenarios. Further aspects of the VR environment that can be controlled at the graphical user interface 40 will become clearer below. Thus, the therapist can assist the patient in constructing VR environment 100, as well as guiding them through interactions with VR environment 100 during treatment. It will be understood that different VR environments (or models) will invariably be constructed fordifferent patients depending on the nature and severity of their mental health condition, as well as the rate of the individual’s progression throughout treatment.
[0097] Electronic device 32 further includes input devices configured to receive an input from the therapist, wherein said input causes the therapist to interact or control aspects of the VR environment. The input devices include a microphone configured to receive an audio input from the therapist, and a keyboard and mouse each configured to receive a tactile input from the therapist. In other embodiments, instead of electronic device 32 or in combination with electronic device 32, second user interface 30 may include another VR headset (with the display provided by said VR headset), VR controllers and / or VR gloves. Thus, the second user interface 30 and the first user interface 20 could substantially comprise similar components to one another. Whilst electronic device 32 is shown in the form of a laptop computer, it will be appreciated that the electronic device may be of another form (e.g. a smart phone, a desktop computer, a VR headset, etc.).
[0098] In some embodiments, there may be no second user interface 30, and the patient is simply utilising the VR system 10 for their own self treatment. This could involve the use of pre-programmed prompts that help guide the patient throughout their treatment.
[0099] As shown in Figure 2A, after the VR program has been launched, graphical user interface 40 provides the therapist a visual representation of a menu screen for the generation of VR environment 100. From this menu, the therapist can take a number of actions. One action is to create a new patient file or, in the case of an existing patient, select that patient’s file. In the case of a new patient, after creating the new file, the therapist can begin to construct VR environment 100 by selecting a number of primary interactive virtual objects 102 from the program-specific toolkit, as well as the setting of VR environment 100.
[0100] Once VR environment 100 is generated, display 23 of VR headset 22 will provide the patient a visual representation (a “patient view”) of VR environment 100. Concurrently, display 33 of electronic device 32 will provide to the therapist the patient view of VR environment 100, with a control graphical user interface 50 overlaid thereonas shown in Figure 2B (a “therapist view”). From control graphical user interface 50, the therapist is able to take various actions as will be apparent from the discussion below. The therapist may, on command, also obtain a different visual representation of VR environment 100 (a different view to the patient view), whereby they can observe the patient from a different position or angle within VR environment 100.
[0101] Reference is now made to Figure 3, which provides an embodiment of generated VR environment 100. VR environment 100 is an immersive environment that places the patient in a setting detached from typical daily life. In this embodiment, VR environment 100 includes a beach setting. However, it will be appreciated that other settings may be employed, such as a park setting, a forest setting, etc.
[0102] The patient can navigate through VR environment 100 using first user interface 20, typically through using VR controllers 24 for translational movement, and through using VR headset 22 for rotational movement (i.e. 360° perspective). In some embodiments, the translational movement is confined to movement of a virtual manipulator, visually represented as virtual hands 103 within VR environment 100 that the patient can see via display 23. The virtual hands 103 can move towards and away from the patient based on corresponding movement by the patient of one or both of left and right VR controllers 24, or one or both of left and right VR gloves.
[0103] VR environment 100 includes a plurality of primary interactive virtual objects 102 located therein with which the patient can interact. The primary interactive virtual objects 102 are each configured to store information or represent stored information associated with the patient. The primary interactive virtual objects 102 can assume different visual forms. In this example, the primary interactive virtual objects 102 are in the form of stars. However, it will be appreciated that the primary interactive virtual objects can be visually represented in different forms.
[0104] The patient can interact with the primary interactive virtual objects 102 in a number of ways. In order to store information on one of the primary interactive virtual objects 102, the patient must first select one of the primary interactive virtual objects 102. Said selection can be performed in a number of ways. In one example, the participant can grab the primary interactive virtual object 102. The patient performs thegrabbing action by looking at the primary interactive virtual object 102, such that the primary interactive virtual object 102 appears within a boundary of the display 23. The patient then reaches out towards the primary interactive virtual object 102 by moving VR controller 24 (be it left, right or both), which in the VR environment appears as virtual hand 103 of the patient, towards the primary interactive virtual object 102. Finally, the patient depresses a switch mechanism associated with grabbing an object on the VR controller 24. After performing this action, the patient will see that the primary interactive virtual object 102 is now in their virtual hand 103. In an alternative example, instead of VR controllers 24, VR gloves are provided as part of first user interface 20. In such an example, a similar process is involved in performing a grabbing action, except rather than needing to depress a switch mechanism, the patient is more intuitively able to perform the grabbing action by reaching out towards the primary interactive virtual object 102 with their hand (and therefore virtual hand 103) and performing a grasping motion to grab the primary interactive virtual object 102.
[0105] It will be appreciated that the patient may select primary interactive virtual object 102 in a manner other than grabbing the object. In one non-limiting example, the patient may select a primary interactive virtual object by depressing a switch mechanism (or performing a gesture) whilst looking directly at the primary interactive virtual object. In another non-limiting example, the patient may select a primary interactive virtual object by positioning themselves in close proximity to the primary interactive virtual object.
[0106] Once the patient has grabbed the primary interactive virtual object 102, the patient is able to record audio that will be stored by the primary interactive virtual object 102. The patient can store verbal expressions of their symptoms, emotions, insights, thoughts and stories relevant to their treatment. The therapist may guide the patient during this process by providing verbal or visual prompts, whereby the patient’s verbal expressions can be responses to the therapist’s prompts. This effectively allows the patient to project their thoughts onto the primary interactive virtual objects. In an embodiment, recording of audio may begin as soon as, or shortly after, the primary interactive virtual object 102 is selected (e.g. grabbed). In another embodiment, the patient may need to depress one of the switch mechanisms on VR controller 24 to begin recording. Once the patient completes the recording, they can release the object either by depressing a switch mechanism on VR controller 24, or releasing their grasp if usingthe VR gloves. Once information has been recorded on the primary interactive virtual object 102, it may change visual appearance to indicate that there is now information stored on the primary interactive virtual object 102. This change of visual appearance can be a change of colour or a change in some other visual characteristic of the primary interactive virtual object 102 (e.g. pulsating). The change of visual appearance can be automatic, or can be initiated by the therapist via control graphical user interface 50. Further, in some embodiments, the therapist may begin and stop recordings via control graphical user interface 50.
[0107] In order to access the audio stored on the primary interactive virtual object 102, the patient must first select the primary interactive virtual object 102 in the manner previously described. The stored audio may then begin to play as soon as, or shortly after, the primary interactive virtual object 102 is selected, or the patient may need to depress one of the switch mechanisms on VR controller 24 to begin the playback (or perform a gesture with the VR glove). In an embodiment, the patient can override the existing recorded audio with new recorded audio. In order to perform said overriding, after selecting primary interactive virtual object 102 (that includes previously stored audio), the patient can record new audio information in the same manner as previously described. In an alternative embodiment, rather than overriding existing audio, the patient can record further audio on top of the existing recorded audio.
[0108] One of the advantages of VR system 10 is that the patient is able to save and access medical data that they have created in their own voice. Listening to the recordings has been found to evoke a far more significant response in the patient, and in particular can evoke from the patient similar emotions or a similar state of mind to which they had at the time of recording the information. One of the challenges of typical mental health treatments is the inability to maintain the desired emotional responses from the patient in subsequent therapy sessions (e.g. in integration sessions). The present invention therefore provides a novel anchoring approach, enabling triggering the patient’s recall, easing access to those otherwise ineffable experiences, and therefore maximising the therapeutic use of experiential moments during the treatment of the mental health condition. The approach of the system therefore intrinsically links the VR and psychological experience to make use of consciousness triggers.
[0109] Another way the patient can interact with primary interactive virtual objects 102 includes changing the size, shape or appearance (e.g. colour) of the primary interactive virtual objects 102. The patient can first select one of the primary interactive virtual objects 102 in the manner previously described, followed by depressing one of the switch mechanisms of VR controller 24 or via performing a gesture with the VR glove. In other embodiments, changing the size, shape or appearance (e.g. colour) of the primary interactive virtual objects 102 is undertaken by the therapist via second user interface 30 (such as using the control graphical user interface 50).
[0110] The patient can move interactive virtual objects 102 from a first location within VR environment 100 to a second location within VR environment 100. The patient must first select (e.g. grab) one of the interactive virtual objects 102 in one of the ways described above. Patient can then move VR controller 24 (or their hand within the VR glove) towards a second location. Once at the desired location, patient releases the interactive virtual object 102 at this location.
[0111] Primary interactive virtual object 102 can be assigned an identifier 104 indicating the type of information stored or to be stored by the respective interactive virtual object 102. In the depicted embodiment, identifier 104 is in the form of a text label, which is associated with the interactive virtual object 102. For example, as best shown in Figure 5, the identifier ‘FEAR’ denotes to the patient (and therapist) that the associated interactive virtual object 102 stores or is used to store information pertaining to the subject of fear. The patient may record information about an event or an experience in their life relating to fear. This information can then be accessed at a later time by the patient or therapist. Whilst in the depicted embodiment, identifier 104 is a text label, in other embodiments, the identifier may be of a different form. For example, the identifier could be the visual form of the interactive virtual object itself - e.g. the identifier for fear could be a particular colour of the interactive virtual object, or a particular shape of the interactive virtual object.
[0112] Identifier 104 is assigned to interactive virtual object 102 by the therapist via the control graphical user interface 50, such as by using a keyboard of electronic device 32. It will be appreciated that the therapist can therefore work in conjunction with the patient to progressively build and develop VR environment 100. In other embodiments, thepatient may be able to assign an identifier to the interactive virtual object via first user interface 20 (for example, using VR controllers 24). The therapist may be able to toggle on and off the display of the identifiers using control graphical user interface 50. In some embodiments, the therapist may be able to toggle on and off identifiers that only the therapist can see.
[0113] As best shown in Figure 4, first user interface 20 is further configured to enable the patient to generate visual expressions within VR environment 100. In this embodiment, the visual expression 105 is in the form of a drawing generated by the patient’s engagement with first user interface 20. In an embodiment, the patient activates a drawing tool by depressing a switch mechanism on VR controller 24 and holding the switch mechanism in a depressed state. Movement of VR controller 24 by the patient whilst depressing the switch mechanism allows the patient to draw a desired drawing. Once the patient releases the switch mechanism back to an undepressed state, the drawing tool is deactivated. In another embodiment, the patient activates a drawing tool by depressing a switch mechanism on VR controller 24 and deactivation of the drawing tool occurs after a subsequent depression of the switch mechanism. In another embodiment, where first user interface 20 includes VR gloves, the patient activates the drawing tool by reaching out and pointing with one of their fingers within the VR glove. The sensors in the VR gloves will detect this gesture and activate the drawing tool. Movement of the VR glove by the patient whilst pointing allows the patient to suitably draw a desired drawing. Once the patient ceases to reach out and point, this gesture (or lack thereof) will be detected and the drawing tool will be deactivated. Further, in some embodiments, the therapist may activate and deactivate the drawing tool via control graphical user interface 50.
[0114] The visual expressions need not be limited to 2D or 3D drawings, but can further include 3D models, uploaded imagery, or other visual expressions relevant to the patient’s treatment. Further, the visual expression can be created externally (i.e. outside the VR environment) and transferred to VR environment 100 through using a suitable computer interface or other external storage device that is connected to VR system 10 via a wired connection, or a wireless connection (e.g. using internet, Bluetooth, etc.). Similarly, verbal expressions can be created externally and transferred to VR environment 100.
[0115] Patient can move visual expressions from a first location within VR environment 100 to a second location within VR environment 100 in much the same way as described with regards to movement of the primary interactive virtual objects. To this end, once a visual expression has been created, it can effectively become a primary interactive virtual object, albeit rather than storing or allowing storage of audio information, it is associated with visual information. Similar to the earlier description above, the visual expressions can be assigned an identifier indicating the type of information that it represents. The therapist may be able to toggle on and off the display of the visual expressions using control graphical user interface 50.
[0116] It will be appreciated from the above, that the VR tools associated with the primary interactive control processes, which are configured to control one or more aspects of the primary interactive virtual objects, includes the processes of replaying stored audio information, moving primary interactive virtual objects (including visual expressions), changing the size, shape or appearance of the primary interactive virtual objects, and assigning an identifier to the primary interactive virtual objects.
[0117] VR environment 100 further includes a plurality of secondary interactive virtual objects located therein with which patient can interact. Unlike the primary interactive objects that are either generated in full or in part by the patient during their treatment, the secondary interactive virtual objects are pre-designed objects of the VR toolkit that are used to explore, elaborate on, expand, group, understand, and / or symbolically represent (using the secondary interactive control processes) the primary interactive virtual objects 102. The secondary interactive virtual objects will generally be selected and deployed in VR environment 100 by the therapist via control graphical user interface 50. The therapist can change the size, shape or appearance (e.g. colour) of the secondary interactive virtual objects.
[0118] Secondary interactive virtual objects include virtual containers 112 for receiving one or more interactive virtual objects 102 therein. Virtual containers 112 define generally closed boundary representations within VR environment 100, and are used to group interactive virtual objects 102 therein. The therapist can select a number of virtual containers 112 to deploy into the VR environment at any given time using control graphical user interface 50. In the depicted embodiment, virtual containers 112 aredefined by a spherical or bubble-like boundary that can contain therein one or more interactive virtual objects 102. However, it will be appreciated that virtual containers 112 may be represented in a different form or shape. It will also be appreciated that virtual containers 112 could be employed in some other non-closed boundary form, so long as they visually delineate a general boundary of the container. In other embodiments, instead of using visual containers 112 to depict primary interactive virtual objects 102 that have been grouped together, the grouping of primary interactive virtual objects 102 may be provided by some other form of visual connection. Some non-limiting examples of such visual connection includes close proximity of the primary interactive virtual objects, a common visual feature between grouped primary interactive virtual objects, or a virtual link between primary interactive virtual objects.
[0119] Similar to the interactive virtual objects 102, virtual containers 112 can be assigned an identifier 114 indicating the type of information stored or to be stored by the respective interactive virtual objects 102 that are contained therein. In the depicted embodiment, identifier 114 is in the form of a text label, which is associated with the interactive virtual objects 102 contained therein. For example, the identifier ‘MOTHER’ denotes to the patient (and the therapist) that the interactive virtual objects 102 contained therein store or are used to store information pertaining to the subject of their mother. The patient may record one or more pieces of information about an event or an experience in their life relating to their mother. This information can then be accessed at a later time by the patient or therapist upon accessing virtual container 112. Whilst in the depicted embodiment, identifier 114 is a text label, in other embodiments, the identifier may be of a different form. For example, the identifier could be the visual form of the virtual container itself - e.g. the identifier for mother could be a particular colour of the virtual container, or a particular shape of the virtual container.
[0120] Identifier 114 is assigned to virtual container 112 by the therapist via the control graphical user interface 50, such as by using a keyboard of electronic device 32. In other embodiments, the patient may be able to assign an identifier to the visual container via first user interface 20 (for example, using VR controllers 24). The therapist may be able to toggle on and off the display of the identifiers using control graphical user interface 50. In some embodiments, the therapist may be able to toggle on and off identifiers that only the therapist can see.
[0121] Secondary interactive virtual objects further include landscape elements located in the VR environment with which the patient can interact. A landscape element can be associated with a primary interactive virtual object 102, or be treated as a standalone element that is provided with its own identifier. Interaction with landscape elements can result in the presentation of a pre-designed VR scenario representing a symbolic action. The VR scenario can provide a visual representation of progress being made by patient throughout the course of their treatment. In some embodiments, primary interactive virtual objects 102 are converted into landscape elements, and therefore become secondary interactive virtual objects.
[0122] In an embodiment, the landscape element is in the form of a seedling 116 that is to be planted in the ground, as best shown in Figure 6. A primary interactive virtual object is first selected in the manner earlier described. Using control graphical user interface 50, the therapist converts the selected primary interactive virtual object into seedling 116. Once the patient releases seedling 116, a VR scenario is initiated in which the seedling is planted in the ground. In the depicted embodiment, seedling 116 is provided an identifier 118 titled ‘PARTNERSHIP’. The identifier may be assigned before conversion of the primary interactive virtual object (whilst still a star) or after conversion. The VR scenario involves the patient interacting with seedling 116 by way of watering seedling 116. Watering is represented by water drops 117, each water drop being a primary interactive virtual object configured to store audio information or represent stored audio information associated with the patient. In this embodiment, the patient records on each water drop an action that they are to undertake to help ‘nourish’ the seedling. For example, to nourish the ‘PARTNERSHIP’ seedling, the patient may record actions they will undertake to improve this particular area of their life. Once these actions have been completed, the seedling is watered by placing the water drop onto the seedling. The VR scenario will show the seedling progressively grow each time it is watered, thereby providing the patient symbolical representation of progress in this particular area for their treatment. The patient may be directed to water the seedling by the therapist once the therapist believes progress has been made (i.e. the patient actively engages with the VR scenario). Alternatively, the therapist may enable the VR scenario to play out, whilst the patient observes (i.e. the patient passively engages withthe VR scenario, which is dictated by the therapist using control graphical user interface 50).
[0123] In another embodiment, the landscape element is in the form of a fire 108 as shown in Figure 5, and the symbolic action can be ‘burning’ of one of the primary interactive virtual objects 102 in the fire 105, thereby representing to the patient that the area or insight associated with the object no longer serves them or to provide visual representation of an emotional release. The fire may be provided at a different setting (a fire setting) of VR environment 100. ‘Setting’ in this context is to refer to another or different part of VR environment 100, separate to the location where the majority of the patient’s treatment is taking place. In order to move from the main, treatment setting to the fire setting, the patient can be ‘transported’ to the fire setting by the therapist via control graphical user interface 50.
[0124] In another embodiment, the landscape element is in the form of a stone 117 as shown in Figure 5. A primary interactive virtual object is first selected in the manner earlier described. It is preferred that the primary interactive virtual object represents stored audio information associated with the patient. Using control graphical user interface 50, the therapist converts the selected primary interactive virtual object into a stone. As shown in Figure 5, the stone 117 is provided an identifier 119 titled ‘ANGER’. The identifier may be assigned before conversion of the primary interactive virtual object (whilst still a star) or after conversion. The VR scenario involves the patient interacting with stone 117 by throwing away the stone, which symbolically represents to the patient the casting away or ridding themselves of a particular issue.
[0125] In another embodiment, the landscape element is in the form of a crystal 110, as best shown in Figure 8. A primary interactive virtual object is first selected in the manner earlier described. It is preferred that the primary interactive virtual object represents stored audio information associated with the patient. Using control graphical user interface 50, the therapist converts the selected primary interactive virtual object into crystal 110. In the depicted embodiment, crystal 110 is provided an identifier 111 titled ‘RELAX’. The identifier may be assigned before conversion of the primary interactive virtual object (whilst still a star) or after conversion. Unlike stars that are used to record insights and emotions, crystal 110 can be used to record intentions. Thus, thecrystals can be used in a different manner to the stars as part of the treatment - they can guide the patient on how to approach the treatment.
[0126] In another embodiment, the landscape element is in the form of a northern star 113, as best shown in Figure 8. A primary interactive virtual object is first selected in the manner earlier described. Using control graphical user interface 50, the therapist can send the primary interactive virtual object into the sky of VR environment 100, thereby converting a star into a northern star hovering above the patient. The northern star provides the patient a constant reminder of one of their intentions during the treatment. In the depicted embodiment, northern star 113 is provided an identifier 109 titled ‘HEALTH’. The identifier may be assigned before conversion of the primary interactive virtual object (whilst still a star) or after conversion.
[0127] In another embodiment, as shown in Figure 7, the landscape element is a virtual memory repository in the form of a storage chest for storage of one or more primary and / or secondary interactive virtual objects. Primary interactive virtual objects 102 (in this case stars) or secondary interactive virtual objects (in particular intention crystals 110) that are not utilised, or not further explored in a given treatment session can be moved into the storage chest 140 by the patient for access at a later time (such as in subsequent treatment session). It is envisaged that whenever the patient is transported to a different setting (e.g. fire setting), the storage chest (and its contents) are transported with the patient.
[0128] Other settings that can be employed are dosing and non-dosing settings. For example, a dosing setting can be one where there are no primary interactive virtual objects 102 for recording insights, but instead only previously recorded intention crystals 110. Such an implementation can be used to help guide the patient during a psychedelic experience (more on this below), where there is no expectation that the patient would be recording insights. In a non-dosing setting, primary interactive virtual objects 102 are available to allow the patient to record insights.
[0129] One of the key benefits of VR system 10 is that it enables a VR, patientgenerated memory library or ‘mind map’ to be produced to aid and facilitate treatment of the patient’s mental health condition. The mind map framework replicates the non-linearmind processes of individuals, enabling the patient to revisit their insights in a manner governed by them, rather than being dictated to by the therapist. The mind map is a projection of therapy, therapy processes and therapeutic engagement onto the VR space that is fully generated by and unique to the individual patient and controlled by either the patient or the therapist or both. It is not a pre-designed fixed VR experience, but rather a selection of VR tools, assembled according to their relevance to therapy, that can be mixed and matched by the therapist and the patient in the process of mind mapping. The patient, possibly with the assistance of the therapist, is able to arrange their insights and thoughts within VR environment 100. This allows the patient to consider and tackle different aspects of their mental health treatment in a controlled manner, thereby empowering the patient during the treatment to be more open and engaged with their treatment. This is in stark contrast to prior art methods of treatment that would typically place the patient in a more vulnerable and guarded state of mind, and therefore less engaged with the treatment process. This improved methodology therefore provides improved treatment outcomes.
[0130] Reference is made to Figure 3, which provides an example of grouping primary interactive virtual objects 102 within VR environment 100. Throughout treatment, the patient will record a plurality of insights, stored within respective primary interactive virtual objects 102, as well as produce visual expressions (which can be effectively considered primary interactive virtual objects unless the context suggests otherwise). Patient can be self-guided or guided by the therapist (or a virtual instructor) to move primary interactive virtual objects 102 into virtual containers 112. Virtual containers 112 may each already have an assigned identifier 114, or an identifier 114 may be assigned after the patient has moved one or more primary interactive virtual objects 102 into the respective virtual container 112. As shown in Figure 3, the patient may have a plurality of primary interactive virtual objects 102 placed into each virtual container 112. It will be appreciated that throughout the treatment, there may be primary interactive virtual objects 102 that are not moved to any of the virtual containers 112. This may be the case where a particular primary interactive virtual object does not belong within any of the categorised virtual containers 112.
[0131] Throughout treatment, the patient can be self-guided or guided by the therapist (or a virtual instructor) to move virtual containers 112 (and therefore the contents of thecontainers) within VR environment 100. In particular, the patient can group virtual containers 112 that include related themes or content. As shown in Figure 3, the patient can move virtual containers 112 associated with insights regarding ‘SISTER’, ‘MOTHER’, ‘PARTNER’ and ‘FATHER’ towards one another. Given these topics generally relate to family, visual links between the respective virtual containers 100 can be generated (or automatically appear) to provide a visual representation linking these topics. In this example, the visual representation is provided by bubble-like virtual containers 112 appearing to ripple when in close proximity to one another. In a practical sense, it is advantageous for related topics to be grouped such that during a particular period of treatment, the patient is focusing on the overarching topic of family, having all the previously recorded insights on this topic located in close proximity to each other within VR environment 100. However, the visual representation of the link between virtual containers can be provided in other forms.
[0132] It will be appreciated from the above, that the VR tools associated with the secondary interactive control processes, which are configured to control one or more aspects of the secondary interactive virtual objects, includes the processes of grouping, taking symbolic actions, linking, and assigning an identifier to the secondary interactive virtual objects.
[0133] The patient-generated nature of the data produced and stored within VR environment 100 provides much richer medical data, as rather than the therapist forming their own interpretations of the session, which they will typically revisit when assessing the data at a later time, the therapist can have direct access to the information via VR environment 100. This information, having been recorded in real time, provides far greater perspective and insights to the therapist about the mindset and emotions of the patient at the time they provided the information. This improves significantly on existing practices that rely on the therapist’s imperfect recollection.
[0134] In some embodiments, VR system 10 can be utilised as part of a VR-assisted neuropsychopharmalogical treatment, whereby the patient is administered a therapeutically effective amount of a psychedelic drug at a selected stage throughout their treatment. In one example treatment method, as part of a preparation session, the patient discusses a narrative of psychological and emotional patterns and behaviourswith the therapist. This narrative can be built within VR environment 100 by recording insights using stars and converting the primary interactive virtual objects 102 into intention crystals 110. The session can then be saved and finished so that upon return to VR environment 100, the patient can revisit the intention crystals 110. Finishing of the session can involve the therapist, via control graphical user interface 50, altering the setting such that, for example, day turns to night, or the sunsets, thereby indicating the end of the session.
[0135] In a subsequent session, in particular a dosing session, the patient is administered a therapeutically effective amount of a psychedelic drug, and this is taken shortly before or shortly after beginning their VR experience. The patient is taken to a dosing site within VR environment 100 to revisit the intention crystals previously produced. The patient can then enjoy the beach setting, and think about their upcoming experience. During this time, the patient can interact with the intention crystals 110 by grabbing and listening to the audio recorded thereon. This will allow the patient to consider each individual crystal, and use the crystals as a guide through the beginning of the psychedelic experience. In other words, the patient is guided in how to approach the upcoming psychedelic experience. The session can then be saved and finished, preferably before the effects of the psychedelic drug are too strong, so that upon return to VR environment 100, the patient can revisit VR environment 100. Finishing of the session can again involve the therapist, via control graphical user interface 50, altering the setting such to indicate the end of the session.
[0136] In a post-dosing session, which can take place towards the end of the dosing session, VR environment 100 can be revisited by the patient. The patient can enjoy the beach setting, and take time to reflect back at their psychedelic experience. Using primary interactive virtual objects 102 that appear in VR environment 100, the patient can record any thoughts, emotions or insights that emerged during their experience. After all insights are recorded, the session can then be saved and finished.
[0137] In a subsequent session, in particular an integration session, the patient returns to VR environment 100 and listens to their primary interactive virtual objects 102 as a reminder of their insights. New primary interactive virtual objects 102 can be generated by the therapist to enable the patient to record newly prompted thoughts or emotions. Itis particularly at this stage where the invention’s novel anchoring approach is most pronounced - the ability for the patient to access their previously self-recorded information can trigger recall, easing access to the patient’s otherwise ineffable experiences, and thereby maximise the therapeutic use of experiential moments during the treatment of the mental health condition. This recall is facilitated by the growing familiarity and link between the patient and the VR environment they create. The patient can then use virtual containers 1 12 to group primary interactive virtual objects 102 and establish underlying themes or links between different insights, as well as establish links between groups. As appropriate, the therapist can utilise the VR tools of the VR program, such as northern stars, stones, seedlings, water, and fire to guide the patient through their treatment and help develop the patient-specific mind map. The VR tools assist the patient in creating a framework around their treatment and enables the ordering of their many insights and emotions in a manner that is intuitive to them, but also assists the therapist in guiding the treatment. The session can be saved and finished at a suitable time, with the patient able to return to VR environment 100 as many times as they require to further build upon their mind map in subsequent treatment sessions. Thus, VR environment 100 provides a permanent, progressive, multi-sensory mind map.
[0138] Whilst the above example illustrated the use of VR system 10 and a treatment methodology involving neuropsychopharmalogical treatment, it will be readily appreciated that the same methodology can be employed without ever involving a psychedelic drug. The anchoring approach is not governed by any reliance on the psychedelic drug, but the VR environment and its audio and visual triggers.
[0139] It will be appreciated that many of the actions earlier described as being performed by the patient (particularly primary and secondary interactive control processes) can alternatively be undertaken by the therapist. It will also be appreciated that many of the actions earlier described as being performed by the therapist (particularly primary and secondary interactive control processes) can alternatively be undertaken by the patient.
[0140] The therapist can guide the VR experience of the patient in real time by providing different inputs at one or more stages of building the VR environment. Thisinput can take the form of guidance or suggestion, such as via video, audio, chat, presence as an avatar in the VR environment, or controlling the VR scenario externally. In another embodiment, the guidance and suggestion are pre-designed functions part of the VR program. In an embodiment, the VR scenario and building of the VR environment can be fully controlled by the patient.
[0141] In one embodiment, the VR experience follows templates pre-designed in the VR program, such as pre-made frameworks, sets of actions, templates of functions, prerecorded audio prompts, pre-generated secondary elements, in-VR sets of directions. These could be pre-designed as a single set (for example, five groups and two associated audio prompts that emerge together) or as a sequence in a gamified manner (for example, starting the scenario triggers an audio message, which once completed triggers the emergence of a group, etc.). This pre-designed use can be in the form of a full therapy process that is prepared for a finite number of sessions. This pre-designed use can also be created in the form of individual templates, for example “a set of selves from ACT theory” that can be used at any given moment. These can for example be selected from the list of pre-designed templates, either by the patient or by the therapist. The templates can be fully integrated into VR system 10, meaning they are fully predesigned and part of the VR experience, or they can be partially integrated, meaning they are optional and can be modified by the patient or therapist. For example, a therapist can select a number of actions and create a new template that includes them all, to personalise the pre-designed sessions for their patients. This process can be performed by selecting specific functions from the menu in a mix and match manner, or by writing instructions in text that are converted into sets of functions. Instructions can also be generated in the form of audio recordings or through text which is then converted by VR program into audio instructions (with a pre-recorded or Al voiceover).
[0142] It will be understood that the invention disclosed and defined in this specification extends to all alternative combinations of two or more of the individual features mentioned or evident from the text or drawings. All of these different combinations constitute various alternative aspects of the invention.
Claims
CLAIMS1 . A method of treating a mental health condition to which a participant is subject, the method including: generating a virtual reality (VR) environment, the VR environment comprising a first setting in which the participant can interact with one or more interactive virtual objects located within the first setting of the VR environment, wherein each of the one or more interactive virtual objects is configured to store information or to represent stored information associated with the participant at a first time during treatment of the participant and enable access to said information during a second time during treatment of the participant, at least one of the one or more interactive virtual objects being assigned an identifier indicating the type of information stored or to be stored by the respective interactive virtual object, such that said information of the at least one interactive virtual object is accessible at said second time during treatment of the participant.
2. The method of claim 1 , wherein accessing said information at said second time evokes a response in the participant associated with the first time.
3. The method of claim 1 or claim 2, wherein said interaction with the one or more interactive virtual objects by the participant includes moving at least one of the one or more interactive virtual objects from a first location within the VR environment to a second location within the VR environment.
4. The method of any one of the preceding claims, wherein said interaction with the one or more interactive virtual objects by the participant includes selecting at least one of the one or more interactive virtual objects.
5. The method of claim 4, wherein said selecting includes virtually grabbing the at least one of the one or more interactive virtual objects.
6. The method of claim 4 or claim 5, wherein, upon selection, the at least one of the one or more interactive virtual objects is configured to receive information for storage therein.
7. The method of claim 5 or claim 6, wherein, upon selection, the at least one of the one or more interactive virtual objects is configured to provide access to information stored therein.
8. The method of any one of the preceding claims, wherein the information is audible and / or visual information.
9. The method of claim 8, wherein the information is audible and includes audio recordings of one or more of the participant’s verbal expression of their: symptoms, emotions, insights, responses to a support person, thoughts, and stories relevant to their treatment.
10. The method of any one the preceding claims, wherein the method includes providing multi-sensory stimulation to the participant.11 . The method of any one of the preceding claims, wherein the assigned identifier for the at least one of the one or more interactive virtual objects includes a visual form of the at least one of the one or more interactive virtual objects and / or text.
12. The method of any one of the preceding claims, wherein there are a plurality of interactive virtual objects, the method further including arranging the plurality of interactive virtual objects within the VR environment, wherein the arrangement of the plurality of interactive virtual objects is based, at least in part, on the information stored or to be stored on the plurality of interactive virtual objects.
13. The method of any one of the preceding claims, wherein the VR environment includes one or more virtual containers for receiving at least one of the one or more interactive virtual objects, thereby grouping said at least one of the one or more interactive virtual objects.
14. The method of claim 13, wherein at least one of the one or more virtual containers is assigned a container identifier indicating the type of information stored or to be stored by the respective virtual container.
15. The method of any one of the preceding claims, wherein said one or more interactive virtual objects include first, personalised interactive virtual objects, andfurther includes second, predefined interactive virtual objects with which the participant can interact, wherein interaction with the second, predefined interactive virtual objects by the participant includes performing a symbolic action with at least one of the second, predefined interactive virtual objects, said action including passively or actively engaging with a predefined or preprogramed VR scenario, wherein said VR scenario provides a representation of the progression in the participant’s treatment.
16. The method of any one of the preceding claims, wherein the method further includes providing a first user interface, said first user interface configured to enable access and interaction with the VR environment for the participant.
17. The method of claim 16, wherein the method further includes providing a second user interface configured to enable access and interaction with the VR environment for a support person.
18. The method of any one of the preceding claims, wherein the VR environment includes a virtual manipulator for interacting with the one or more interactive virtual objects.
19. A system for treating a mental health condition to which a participant is subject, the system including: a computer-readable memory storing executable instructions; one or more processors in communication with the computer-readable memory, wherein the one or more processors are programmed by the executable instructions to: generate a virtual reality (VR) environment, the VR environment comprising a first setting in which the participant can interact with one or more interactive virtual objects located within the first setting of the VR environment, wherein each of the one or more interactive virtual objects is configured to store information or to represent stored information associated with the participant at a first time during treatment of the participant and enable access to said information during a second time during treatment of the participant, at least one of the one or more interactive virtual objects being assigned an identifier indicating the type of information stored or to be stored by the respective interactive virtual object, such that said information of the at least oneinteractive virtual object is accessible at said second time during treatment of the participant.
20. A computer computer-readable medium comprising instructions which, when executed by a computer, cause the computer to carry out the following steps: generating a virtual reality (VR) environment, the VR environment comprising a first setting in which the participant can interact with one or more interactive virtual objects located within the first setting of the VR environment, wherein each of the one or more interactive virtual objects is configured to store information or to represent stored information associated with the participant at a first time during treatment of the participant and enable access to said information during a second time during treatment of the participant, at least one of the one or more interactive virtual objects being assigned an identifier indicating the type of information stored or to be stored by the respective interactive virtual object, such that said information of the at least one interactive virtual object is accessible at said second time during treatment of the participant.
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